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Stellaris Dev Diary #40 - Heinlein Patch (part 1)

Hello everyone and welcome to another Stellaris development diary. This is the first in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. As I mentioned in last week's dev diary, Heinlein will be a patch focusing on addressing community feedback, tentatively planned for release sometime in October. As such, you can expect a large number of interface and quality of life improvement, too many for me me to list here precisely what we have planned. However, we do also have some larger changes planned, and this dev diary is here to give you an overview of what to expect.

Auto-Explore
Exploration is an important part of the Stellaris early game, but towards the mid and late game, it can get annoying to have to manage your science ships while also trying to run a sprawling interstellar empire. We've said previously that we don't want the automation fully automated away, so the compromise we've settled on is to introduce a technology that will appear after your empire grows to a certain size that allows science ships to be automated (it will also grant some other bonuses so to be useful to the AI). Though we know that there are are people who want automation options from the very start, we believe that there is always a cost involved in automating core parts of the game experience. You will of course be able to mod the game to permit you to have it enabled from the start, if you so wish.

Rally Points
One of our most requested features since release has been a better way to manage newly built ships. After discussing the various options (such as a fleet designer) we decided to settle on adding Rally Points for your fleets. In Heinlein, you will be able to mark any planet or star in the galaxy as well as any warfleet owned by you as a rally point. When a new warship is built in your empire, instead of remaining at the planet that built it, it will look first for a fleet marked as a rally point. If it finds such a fleet, it will travel to that fleet and automatically merge with it. If something happens to destroy that fleet while the ship is traveling to it, it will abort and return back to its point of origin. If you have no fleet rally points, the ship will instead use the nearest planet rally point, traveling there and merging with any fleet present around that planet. In addition to changing how newly built ships behave, rally points also alter the 'return' order given to ships - instead of returning to the nearest spaceport, they will return to the nearest spaceport marked as a rally point. If no spaceport is marked as a rally point, they go to whichever one is closest, as before.

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Expansion Planner
Another highly requested feature that will be coming in Heinlein is an expansion planner - an interface where you can see planets that are available to colonize or build resource/observation stations at. It is currently planned to be a tab in your empire screen, where you can filter by what you are looking for and easily see the best candidate planet for whatever it is you are looking to do. More details on this will come in a future DD.

Strategic Resource Rework
An area of the game that we feel didn't really work out as planned is strategic resources. They are at once too rare and too common, too varied and too bland. Most of all, we feel that they are far too fiddly to interact with, requiring you to keep track in your head of which spaceports have which particular modules. As such, we currently have the following changes in mind for strategic resources:
- Split strategic resources into strategic (living metal, lythurgic gas, etc) and local (betharian stone, alien pets, etc) resources. Local resource will only be found on colonizeable planets and will allow you to build a specific building (such as a Betharian Power Plant) only on the tile where they are present.
- Add more types of local resources to colonizeable planets, making certain planets more desirable for that powerful special building you'll be able to build on it.
- Have strategic resources have clearly defined civilian OR military use, instead of each being a mix of both.
- Make their bonuses purely global, either via the construction of unique buildings or simply by providing a passive bonus.
- Require you to have only a single unit of a strategic resource to get its full benefits, so the excess can be traded away (terraforming resources will likely be an exception here).

That's all for today. Next week we'll continue talking about the Heinlein patch, specifically about the big rework coming in it: Fleet combat overhaul and dedicated ship roles. Note that as I said, there will be a *lot* of bug fixes, UI improvements and QoL changes coming in Heinlein, so I will not be able to answer every question about which exact ones will and will not make it, but if you have something you feel should be addressed for Heinlein (and it isn't a major feature addition/overhaul), feel free to mention it here.
 
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You're pretty much the only person I've seen that wants to keep the game the way it is for a while. 99% of the threads on this forum have been hollaring for every aspect of the game to be changed. Usually to make it more like Distant Worlds: Universe.

Make that two persons, then.

I'd like to see how the previous nerf/buffs/additions work out when working as intended before adding new potential problems to the build. Modify how things work, publish, make sure it works as intended, if it doesn't, bug fix so it does, THEN add new changes.

Not "add new changes, then add some more, then one day maybe make them work all together."

I'm a big fan of bug fixes. And I'm a big fan of game changes too. But you have to make sure that your latest changes actually WAI before you start adding more.

And no, I don't necessarily want Stellaris to be more like Distant Words. I already own the latter. If I loved that one so much more, I'd just play that instead.
 
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Make that two persons, then.

I'd like to see how the previous nerf/buffs/additions work out when working as intended before adding new potential problems to the build. Modify how things work, publish, make sure it works as intended, if it doesn't, bug fix so it does, THEN add new changes.

Not "add new changes, then add some more, then one day maybe make them work all together."

I'm a big fan of bug fixes. And I'm a big fan of game changes too. But you have to make sure that your latest changes actually WAI before you start adding more.

And no, I don't necessarily want Stellaris to be more like Distant Words. I already own the latter. If I loved that one so much more, I'd just play that instead.

Make this three. :)
 
Superficially appealing, but a pain in the tail to actually balance, and as an added feature rather than a from-the-start feature pisses off anyone whose preferred ethos/trait combo is no longer valid for their preferred portrait due to the portrait-based modifiers.

(Now, throwing some weighting factors into the system so that particular phenotypes or phenotype groups, when encountered as computer players, are significantly correlated with particular ethoses or traits? That could be neat.)

Great idea! If you, as the human player, wants to play as, say, Mushroom Space Hitler, that should definitely be allowed. You shouldn't necessarily be locked down on certain species according to your play style. So I'll modify my original suggestion because you have a great point: Make it so that the AI empires, not the human ones, were somewhat constrained in what RNG would allow them to be. At least that would provide the game with some familiarity and ability to differentiate between different species.

It would also probably be illegal in Sweden since it would be racist :p

Or some kind of "-ist". If there isn't a name for it yet, somebody who hasn't moved out of his mom's basement will come up with it shortly.
 
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I would really like planet specialization giving you the option to develop your planet to specialized areas (industrial, urban, agricultural), paired with food being treated like energy were each POP (not robot) uses food upkeep so you can have food specialized worlds supplying you empire and build city planets much like in many Sci-fi stories and in the lore of at least one of the precursor aliens. Also make their home worlds matter more, maybe giving a small free empire buff.

Example of Specailisation:
Urban specialization could add more slots to the planet but cause reduction to planet happiness, minerals, and food production.
Industrial specialization could add mineral bonus while lowering habitability and food production.
Agricultural specialization could add bonus to food production but lower mineral production.

Each specialization could have multiple levels each increasing bonuses and penalties while also requiring tech to unlock.
 
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XL weapons look exciting.

One thing game could use imo is some one-time use, expensive supwerweapon (though you can build more if you're really rich and can afford to maintain them). To be used strategically in a huge fleet battle and really do a lot of harm to a doomstack. Activate to cut all the shields in the system, or turn off all energy weapons/make rocket attacks fail for a month, etc, etc.

Also cheaper things that can cause logistical nightmares, like a lengthy FTL disable to keep'em trapped in a system for a while. Make them run out of resources or keep main fleet pinned there while you slip and get some warscore.

It'd be even funnier if they're double-edged swords that also affect the user doing more harm if used poorly!
 
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Really excited that there will be a combat overhaul. Right now, the endgame combat is simply long range tachyon lance bombardment, and there is no room for variety.

My ideal scenario would be that the game allows trade-off between firepower, protection, and mobility (faster ships should be able to close distance with enemy, to disengage from combat without relying on emergency warp-out, and are more difficult to hit with large weapons) in the ship design, so that the player can find optimized ships for the tactic of choice. In other words, maximizing one takes away from the other two. For example, heavily armored, long-ranged, but slow ships for defense of fixed positions. Or weakly armored, short-ranged, but highly mobile ships for striking transport and support ships. And so on.

In addition, the weapon choice should result in a tradeoff between dps, range, tracking, and energy draw (among others). Perhaps, different weapon types can provide this as below (I prefer physics-based on balance, but I realize it may not result in best game balance):

laser - med dps / med range / good tracking (range limited by optical divergence, good tracking thanks to easy optical defection - no need to swing around laser)
kinetic (railgun) - med dps / long range / poor tracking (long range with inertial projectile, rapid rate of fire, extremely bulky therefore difficult to align the gun)
artillery - low dps / long range / med tracking (inertial projectile, long time to load/fire, relatively easier to swing around gun barrel)
plasma - high dps / low range / good tracking (rapid decay of plasma due to radiation/recombination, relatively easy to defect plasma by modulating magnetic field)
autocannon - low dps / med range / good tracking (low damage due to small projectile mass / speed, low effective range due to low accuracy, easy to swing around)

Now, this will be a challenge to program AI to figure out ship configureation. I would suggest multiple pre-programmed ship configuration and tactic combinations, from which AI can choose (either randomly or algorithmically based on empire size, resource availability, or fleet configurations of their enemies).
 
The biggest thing I would like to see is a rework of the way Special Projects are researched and the way debris and other ship based projects are handled. Can we get a special tab just for debris so its not completely cluttering up the entire Situation Log and why oh god why?!?! does researching debris lock the research from the actual Empire scientist when there is a perfectly good scientist on-board the science ship that has to be tied down to scan the debris anyway? Can't the ship scientist do this? They already do anomalies on their own without bogging down the entire empire's research progress. Same with things like hauling ships out of gas giants or checking out a giant skeleton.. these are done at a ship level on a single planet out in the wilderness of space, often not even inside your own borders, so why would the Science Center on Empire Prime be involved?

The main tab of the Situation Log should be for things like first contact, progenitor species mission logs, tracking habitable planets or mining areas... things that actual have an Empire-wide impact with a secondary tab for those things like debris, planet special projects like alien murals, skeletons, derelict ships and the types of things that really should be handled by a Science ship scientist (if it requires a ship to be present, then it should be handled by the ship kinda thing).

The rest of the changes sound interesting and looking forward to hearing more about it!
 
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I'd like it more if certain traits and ethoses were more/less expensive depending on species. It might actually make me think of species as something other than "just different skins on the same thing."

How would you decide which ethos go with which portraits? What would that mean for portrait DLCs, which are currently just cosmetic?
 
I hope that the strategic resources update will finally make their stockpile available to sectors?

It is hugely annoying that a sector would suddenly be out of a required resource even though it is abundant in your empire - just not in that particular sector.
 
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I hope that the strategic resources update will finally make their stockpile available to sectors?

It is hugely annoying that a sector would suddenly be out of a required resource even though it is abundant in your empire - just not in that particular sector.

If I understand correctly, there will not be anymore stockpile for strategic ressource. They will need a special building for extraction and after, they will affect all your empire. So the only need about sector is the capacity for sector AI to build this "extractor".
 
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I encountered an issue the other day that I believe has to do with the way you guys have set up modding support, and I was wondering how easy/hard it would be to fix as part of this or one of the other upcoming matches.

I tried a mod the other day that provides additional city art (among other things) - http://steamcommunity.com/sharedfiles/filedetails/?id=722964631

Now, one of the side effects of this mod appears to be a lot of empty categories in the species and ship selection screens. I.E,. For every new city type, there are empty categories in the Species Appearance and Ship Appearance screens. For example - The mod adds a 'Scavenger' city type, and because of this, there is also 'scavenger' appearance and ship types, but as there is no species art or ship types for these, the UI goes a little wonky. (see attached). It also causes some odd scrolling issues for me in the Appearance screen.
 

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So wait, we won't be able to set a rally point per spaceport? Only global ones?
Or did I misunderstand?